uniform float decaluv;
varying float fogcoord;

void main()
{

// gl_TexCoord[0] = gl_MultiTexCoord0;

//    float stepu = floor(decaluv/10.0);
//    stepu = fract(stepu/4.0)*4.0;

//    vec4 uv = vec4(gl_MultiTexCoord0);
//    float newu = uv.x ;
//    uv *= 5.0;
//    float newv = uv.y ;
//    float decal = decaluv;

   vec4 newuv = vec4(0.0,decaluv,0.0,0.0) + gl_MultiTexCoord0;

   gl_TexCoord[0] = newuv;

   fogcoord = abs( (gl_ModelViewMatrix * gl_Vertex).z );

   gl_Position = gl_ModelViewProjectionMatrix*gl_Vertex;
}